Captain Liv & The Sable Tiger

Captain Liv is a rough-around-the-edges, lusty human woman with the hard-nosed independent attitude common to the free traders of the Skein Reach. She flies the Sable Tiger, a custom GM 210 that can cover two parsecs in a jump.

Canny, she knows when to hold ’em and when to fold, when to run, and when to fight. First Mate “Seargent Mac” is a humorless retired Imperial Space Marine, who lost a leg in a crusade against the lizard people of Marzox 6b and now mostly gets around with the help of a grav belt. Jack is friendly and sociable, knows the basics of all of the Sable Tiger’s systems, and fills in wherever needed. They are often on the lookout for good crew, whether it is stewards to attend to their passengers, gunners to operate the turrets, engineers, sensor operators, or even some new lover picked up in starport and whisked off to grand adventure among the stars.

Cpn. Liv was born Lavinia Thunxzon on Johnston’s World, and got her start flying with her father on his free trader the Tortise, running the planet’s agricultural goods to Aroura Station. After seven years the Tortise was shot down and plundered in the Archeron system. Her father was killed, she was badly injured, and the remains of the Tortise were scrapped by the pirate flotilla.

Pressed into service, Liv proved herself a capable crewmember who was good with a blade if need be. The next eleven years were spent in incredible adventures in space, living outside the law, warring with other gangs and pirates, gaining friends and killing enemies, until she gained the trust and friendship of Grgrz, the massive, ruthless reptilian pirate admiral leading the underground resistance to the Empire’s Crusade on Marzox. She was given Captaincy of the Sable Tiger to run supplies past the Imperial blockades, and was there at Marzox 6b when the Imperial Bombardment Fleet arrived and the Crusade was ushered to a bloody victory on a scorched planet. The resistance in tatters, Cpn. Liv fled in the Sable Tiger rimward, back to the Skein Reach.

Since then the Sable Tiger has been on the run in the Skein Reach, laying low, running the old agricultural cargo run from Jhonston’s World to Aroura Station, and doing odd jobs in other remote destinations in the Reach.

Cpn. Liv

Merchant (Free Trader) rank 1
Rogue (Pirate) rank 1
Human Female, age 34

CHARACTERISTICS
STR 6
DEX 11 (+1)
END 6
INT 8
EDU 5 (-1)
SOC 3 (-1)

SKILLS
Astrogation 1
Broker 0
Carouse 0
Electronics 0
Gun Combat (Energy) 1
Gunner (Turret) 1
Mechanic 0
Melee (Blade) 2
Persuade 0
Pilot (Spacecraft) 2
Stealth 1
Steward 0
Streetwise 1
Tactics (Military) 1
Vacc Suit 2

EQUIPMENT
Saber (3D damage)
Laser Carbine (4D damage)
Hostile Environment Vacc Suit (+12 Protection)

Sable Tiger (customized GM-210)

Built on a powerful Galactic Monopoly modular chassis, this sleek ship is packed to the gills with speed. Wrapped in a custom superdense armored hull, the Sable Tiger has the maneuverability and toughness to blast past blockades, returning fire along the way.

Hull 200 ton (Standard, Partially Streamlined – 80 Hull Points)
Armor 4 (Bonded Superdense – 6.4 tons)
Jump 2 parsecs (10 tons)
Thrust 6G (12 tons)
Power 210 (TL 12 – 14 tons – Basic Systems 40, M Drive 120, Jump Drive 40, Sensors 2, Weapons 12)

Fuel 70.6 tons  (uses 20 tons per parsec jumped)
Fuel Scoop
Fuel Processor (1 ton – processes 20 tons / day)

Bridge (3 tons)
Computer 15
Sensors – Military Grade (2 tons – power 4) – Radar, Lidar, Jammers

Armaments – 2 x double turrets (2 tons) with:
– beam laser (power 4), sandcaster
– pulse laser (power 4), pulse laser (power 4)

Staterooms 6 (24 tons)
Common Area (5 tons)

Cargo Capacity – 50 tons

Cpn Liv and the Sable Tiger in your Game

Cpn. Liv and the Sable Tiger could be friends, enemies, contacts, allies, or anything else to the players in your Traveller game. Perhaps the Sable Tiger needs crew for some desperate and audacious job? Or they’ve been hired to follow the players and collect a bounty? Or they swoop in to help in response to the player’s distress call? Or they’re rivals, going after the same thing as the players?

About Cpn. Liv

I whipped up these characters when the Travellers in my Monday game got rescued from Archeron 4, where they had become stranded. On the spot I came up with Cpn. Liv of the Sabre Tiger, Sgt. Mac, and Jack, her crew. The above stats were generated with the new version of Traveller (Mongoose v2). 

Original stats from my campaign notes:

Captain Liv – Lavinia Thunson, captain of the Sabre Tiger (fast trader), St 8, Dx 9, En 6, In 8, Ed 6, So 3.

Sabre Tiger crew – Mac (ex imperial trooper), Jack (the friendly one), Zack (mechanic), Hailey (Mechanic), and Cookie (steward)


Posted in Character, Science-Fiction, Starship, Traveller by with no comments yet.

Barkle the Cruel

A notorious figure in the eastern Pirate Kingdoms, Barkle is a greedy, heartless wizard. He is known to recruit minions who rob the good, honest villagers and travelers on the lonely road between Vistola and the Monastery of the Deep.

Barkle
medium human male, chaotic evil
Wizard (Urchin) Level 7

AC 12
HP 29
Speed 30 ft.

STR 9 (-1)
DEX 14 (+2)
CON 11
INT 18 (+4)
WIS 16 (+3)
CHA 16 (+3)

Saving Throws Intelligence, Wisdom
Skills Arcana, Insight, Sleight of Hand, Stealth, Disguise Kit, Thieve’s Tools
Senses
Languages common, draconic, goblin
Challenge 4 (1,100 XP)

Spellcasting. Bargle is a 7th level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Bargle has the following wizard spells prepared:

Cantrips (at will):
1st level (4 slots): shield, magic missile, charm person, sleep
2st level (3 slots): invisibility, misty step, ray of enfeeblement
3st level (3 slots): fireball, counter spell, fly
4th level (1 slots): wall of fire

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Posted in 5th edition Dungeons & Dragons, Character by with no comments yet.

Dwarven Death Knight

Medium undead, lawful evil
Armor Class 19 (plate armor), 21 (shield of faith)
Hit Points 67 (8d8+24)
Speed 25 ft.
Proficiency +3
STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 15 (+2)
Saving Throws Dex +3, Wis +4, Cha +4
Damage Resistances fire
Damage Immunities poison; necrotic
Condition Immunities charmed, exhausted, frightened, poisoned
Senses passive Perception 11, darkvision 120 ft.
Languages Common, Dwarven
Challenge 6 (2,300 XP)

Actions
Multiattack. The death knight makes two Frost Brand attacks.

Frost Brand. Melee greatsword: +7 to hit, reach 5 ft., one creature. Hit: 7 (2d6 + 4 slashing and 1d6 cold damage).

Spellcasting. The death knight is a 8th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:
1st level: (4 slots): shield of faith, thunderous smite, bless, searing smite
2nd level: (3 slots): aid, branding smite


Posted in 5th edition Dungeons & Dragons, Character, Creature, Uncategorized by with no comments yet.

Class of 198X Character Sheets

Folks have been asking for pre-generated characters to use in the Class of 198X adventure, so I re-created the original character sheets that the CowChop crew used.

These characters are for use with the 5th edition Dungeons & Dragons rules, with a few items borrowed from the D20 Modern rules. Everything should also work fine with 3rd edition D&D.

These sheets are also being added to the adventure in the store, so everyone who has bought it so far should get an email with a link to download the new files.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 5th edition Dungeons & Dragons, Character, D20 Modern and tagged by with no comments yet.

Lord Jukt and the Dark Star

Lord Alfrex Jukt is an Imperial noble, exiled from the sector capital at Abilon by the Duke. His cruel, violent disposition has led him to take up piracy and to claim rulership over the barren world Siolax.

Alfrex was born to Lady Emdade, the Duke’s great-niece, and though he had no inheritance to speak of he was educated in the finest schools on Abilon. His sharp mind earned him a place in the Imperial bureaucracy, where he began work as a clerk. His able leadership and contacts made during travel to the interior of Imperial space saw him rise through the ranks until he was supervising Imperial logistics for Subsector 6 of the Skein Reach.

Unfulfilled by the life of an administrator, at age 30 Alfrex left government service and began traveling the spaceways, determined to find his fortune. He took on a crew of lowlifes, modified his star yacht for raiding, and looted the trade lanes that he had previously managed.

Injured several times in the course of leading boarding parties, Jukt eventually lost his yacht in battle and spent a few years wandering space before returning to the Duke’s capital and convalescing at the university there. Starting to feel the effects of age, Alfrex sought out anti-aging drugs, and managed to procure a few years worth by stealing them from the Duke’s personal supply.

Now, at the helm of a newly stolen fast trader, Jukt hunts the spacelanes neat Siolax. Ruthless and intelligent, a favorite tactic is to set mines in orbit around Archeron’s gas giant. When ships approach for refueling, the mines damage them and the Dark Star swoops in to attack.

Lord Alfrex Jukt – 44 year old human male, captain of the Dark Star
Noble (Administrator – Supervisor) 3 terms, Rogue (Pirate – sergeant) 4 terms, Drifter (rank 1) 1 term

Attributes: St 6 Dx 7 En 7 In 10 Ed 11 So 8

Skills: Admin 1, Advocate 0, Astrogation 1, Athletics 0, Carouse 0, Diplomat 0, Electronics 0, Engineer 2, Flyer 0, Gun Combat (energy) 1, Gunner (turret) 3, Investigate 0, Leadership 1, Melee (blade) 3, Persuade 0, Pilot (medium) 2, Recon 1, Stealth 1, Streetwise 1, Vaac Suit 0

Equipment: combat armor (with combat medikit, grav belt, psy shield, armor 17), lightsword (4d6 AP 8), laser rifle, laser pistol


Dark Star – armored Type A3 Fast Trader

Tons: 200 – Streamlined
Hull: 4
Structure: 4
Armor: 4
Jump: B – 2 parsecs
Manoeuvre: D – thrust 4
Power Plant: D
Weapons
triple turret: beam laser x 3
triple turret: particle beam, missile launcher, sandcaster
Cargo: 48 tons

The Dark Star is usually commanded by Lord Jukt, crewed by hard-bitten mercenaries, and carrying at least one APC, combat walker, and starfighter in the cargo hold.

 


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Bounty Hunters of the Skein Reach – SS Razors Edge

Lovers and bounty hunters, Zab Brennick & Mista Noral were trained as special forces space marines and served in separate units for nearly a dozen years. Imperial Marine companies are strictly gender separated – they are sworn to put aside family as a sacrifice to the Emperor – but their respective companies were both deployed to put down the rebellion that had sprouted on Zaveros-8b. Their units fought side by side in the tunnels and habitations of that moon, and Zab and Mista were surprised to find themselves falling in love.

The Imperial response inflamed the rebellion, and soon the entire Zaveros system burned with the flames of uprising. When Imperial command decided to cut their losses and bombard the rebel capitol Zab and Mista were cut off from their units and left for dead. Determined to start a new life together, they escaped by stealing a ship and fleeing the Imperial fleet.

Now, they co-captain the SS Razor’s Edge, a modified Huntress-class starship. Their main trade is bounty hunting, and their preferred tactic is to follow a their quarry to a starport, sabotage their weapons with remote-detonating explosive charges, and attack them as they are preparing to jump out of system.

IMG_20160402_221737147Zab and Mista wear custom combat armor suits with medical sensors which feed vital signals to double dead-man switches. The Razor’s Edge ship computer is programmed to fire all weapons, put the engine into thermal overload, and self-destruct if both of them die.

USS Razor Edge, a Huntress with a crew of four, Zab, Mista, and two crew.

Bounty HuntersZab Brennick & Mista Noral
Naval (Crew) 3, UCP 8 8 8 8 8 6,
Pilot (spacecraft) 2, Mechanic 1, Vacc Suit 1, Zero-G 1, Comms 0, Sensors 1, Gunnery (turret) 2, Engineer (P-plant) 1, Engineer (life support) 1, Remote Operations 0, Melee (unarmed) 1, Gun Combat (rifle) 1,
combat armor (armor 12), laser rifle (5d6)

Crew – Jim Heward & Mike Landa
UCP 777777, engineering 1, navigation 1, repair 1, sensors 0, gunnery 0, gun combat 0
boarding vac suit (armor 8),
laser carbine (4d6)

Encounter Hooks:

  1. The player characters (PCs) have crossed the wrong person and earned a bounty somehow, and the Razor’s Edge finds them by chance.
  2. It’s a case of mistaken identity, but the crew of the Razor’s Edge think the player characters are wanted. It may be that their ship is a close match to a wanted ship. Regardless of the truth of the situation, they sabotage the PCs’ ship’s weapons and attack them.
  3. The players have the opportunity to hire the Razor’s Edge to assist with a mission that’s beyond the PC’s abilities.
  4. The Razor’s Edge is hunting the same live-capture bounty the PCs are. Maybe they try to beat the PCs to the punch and get the target first. Or they might lay in wait and attack the PCs as soon as they have the target in custody.
  5. The PCs, who have no starship, sign on as crew of the Razor’s Edge.

Using the SS Razor in Your Game

When I whipped these guys up, I needed a bounty hunter ship that would go after my Travellers for raiding an imperial outpost and stealing a whole cargo-hold of renegade droids. They also stole the station’s main computer core curing the fracas. The Travellers got their turrets knocked out, then beat the bounty hunters when they tried to board. They’ve been much more careful about keeping guard on the ship since then.


Posted in Character, Encounter, Traveller by with no comments yet.

The Black Hand

Beyond the goblin wastes, in his stronghold The Tower of Zards, the foul necromancer known only as The Black Hand uses his evil magic to terrorize and enslave the people of Mystra. Bands of walking dead attack wayfarers, armies of corpses clash with forces of the living, and when The Black Hand visits a battlefield even greater horrors arise.

It is said that only heroes who have been granted the boon of the gods at the Temple of Kings will be able to pass the mystical wards and defeat the demon that guards the tower.

Medium undead, lawful evil

Armor Class 16 (natural armor)
Hit Points  49 (9d8)
Speed 30 ft.

Proficiency +4

STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 18 (+4) WIS 12 (+1) CHA 11 (+0)

Saving Throws Int +7, Wis +4

Skills Arcana +7, History +7

Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened, paralyzed, poisoned

Senses truesight 120 ft., passive Perception 14
Languages Common, Dwarven, Giant, Draconic, Infernal
Challenge 9 (5,000 XP)

Spellcasting. The Black Hand is a 9th-level spellcaster. It’s spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Black Hand has the following spells prepared:

Cantrips (at will): chill touch, ray of frost, true strike, minor illusion
1st level (4 slots): shield, magic missile, thunderwave
2st level (3 slots): misty step, ray of enfeeblement, hold person, mirror image
3st level (3 slots): fireball, counter spell, vampiric touch
4th level (3 slots): fire shield, ice storm
5th level (1 slot): cone of cold

Actions

Paralyzing Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (2d6 cold damage). The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Posted in 5th edition Dungeons & Dragons, Character, Creature and tagged , by with no comments yet.

Traveller NPC – The Black Ship’s Marines

These Traveller characters could be used in your game as thugs, criminals, or pirates in any part of the galaxy.

I’ll be using them in my game as the crew of the Lord Jukt’s black ship Dark Star, a notorious Fast Trader class pirate ship in the Skein Reach.

Careers: Rogue 2 (enforcer) – Henchman

Attributes: Strength 10 (+1), Dexterity 7 (+0), Endurance 9 (+1), Intelligence 6 (+0), Education 4 (-1), Social Standing 5 (-1)

Skills: athletics 0, deception 0, gun combat (any) 1, melee 1, recon 0, stealth 1, streetwise 1, (referee’s choice) 0

Armor: 15

Equipment: improved cloth armor, torso protector, light infantry helmet, firearm (pistol, carbine or rifle that matches the henchman’s gun combat skill and mission), hand weapon (knife, stunstick, arc-field claw, &ct.), 1,500 credits


Posted in Character, Traveller and tagged by with no comments yet.

Alizarin Zamyatin

Created a gnome bard for an upcoming 3.5 adventure run by an old friend in Baltimore that I’ll be participating in over Roll20. Downloaded the most recent release of PCGen to help in the creation process. Looks like they’ve added some new features to the app, including more complete coverage of Pathfinder, as well as icons to denote inventory locations. The app still retains its usefulness, making it quick and easy to create characters. Here’s an export of the resulting character in plain text.

Name: Alizarin Zamyatin
Race: Gnome
Player: Steve
Classes: Bard1
Hit Points: 7
Experience: 0 / 1000
Alignment: Chaotic Good
Vision: Low-Light
Speed: Walk 20 ft.
Languages: Common, Gnome
Stat Score Mod
STR 7 (-2)
DEX 18 (+4)
CON 13 (+1)
INT 13 (+1)
WIS 12 (+1)
CHA 15 (+2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Appraise 2 1.0 1 0
Balance 5 1.0 4 0
Bluff 5 3.0 2 0
Climb -2 0.0 -2 0
Concentration 3 2.0 1 0
Craft (Alchemy) 1 0.0 1 0
Craft (Untrained) 1 0.0 1 0
Diplomacy 5 3.0 2 0
Disguise 2 0.0 2 0
Escape Artist 6 2.0 4 0
Forgery 1 0.0 1 0
Gather Information 4 2.0 2 0
Heal 1 0.0 1 0
Hide 8 0.0 4 4
Intimidate 2 0.0 2 0
Jump -8 0.0 -2 -6
Knowledge (History) 2 1.0 1 0
Listen 4 1.0 1 2
Move Silently 7 3.0 4 0
Perform (Untrained) 2 0.0 2 0
Ride 4 0.0 4 0
Search 1 0.0 1 0
Sense Motive 1 0.0 1 0
Sleight of Hand 8 4.0 4 0
Spellcraft 4 3.0 1 0
Spot 1 0.0 1 0
Survival 1 0.0 1 0
Swim -2 0.0 -2 0
Tumble 6 2.0 4 0
Use Rope 4 0.0 4 0

————————– Feats —————————
Dodge
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Shield Proficiency
You can use a shield and take only the standard penalties.

Simple Weapon Proficiency
——————– Special Abilities ———————

———————— Templates ————————-
Base Race Type, Base Race Type ~ Humanoid, RaceSubtype ~ Augmented Humanoid
————————– Combat ————————–
Total / Touch / Flat Footed
AC: 17 / 15 / 13
Initiative: +4
BAB: +0
Melee tohit: -1
Ranged tohit: +5
Fortitude: +1
Reflex: +6
Will: +3
Unarmed attack:
to hit: -1
damage: 1d2-2
critical: 20/x2
Dagger (Small):
to hit: -7
damage: 1d3-2
critical: 19-20/x2
Dagger (Small/Thrown):
to hit: +5
damage: 1d3
critical: 19-20/x2
range: 10 ft.
Sling (Small):
to hit: -5
damage: 1d3-2
critical: 20/x2
range: 50 ft.
——————— Special Abilities ——————–

————————- Equipment ————————
Name QTY LBS
Leather Cap 1 0lbs
Wireframe Spectacles and 2 Lenses 1 0lbs Special: (Eye Lenses)
Zamyatin Family Medallion (Heirloom) 1 0lbs
Dagger (Small) 2 1lbs
Leather Gloves 1 0lbs
Leather (Small) 1 7lbs
Leather Belt 1 0lbs
Outfit (Entertainer’s/Small) 1 1lbs
Padded Shoes 1 0lbs
Bedroll (Small) 1 1lbs Special: (Bedroll (Small))
Bullets (Sling/10) (Small) 1 2lbs
Chalk (1 piece) 2 0lbs
Coin (Electrum) 1 0lbs Special: (Coin (Copper))
Jeweler’s Hammer 1 0lbs
Musical Instrument (Flute) (Small) 1 0lbs
Sling (Small) (0 lbs.)
Pouch (Belt) (Small) (0.125 lbs.)
Sack (Small) (0.125 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 17
Medium: 35
Heavy: 52
————————— Magic ————————–

Innate Spells
Dancing Lights (Evocation) – 1 per day
Saves: None
DC:
Casting: 1 standard action
Duration: 1 minute [D]
Range: Medium (110 ft.)
Components: V, S
SR: No
Effect: Creates torches or other lights.
Target: Up to four lights, all within a 10-ft.-radius area
Ghost Sound (Illusion) – 1 per day
Saves: Will disbelief (if interacted with)
DC: 12
Casting: 1 standard action
Duration: 1 rounds [D]
Range: Close (25 ft.)
Components: V, S, M
SR: No
Effect: Figment sounds.
Target: Illusory sounds
Prestidigitation (Universal) – 1 per day
Saves: See text
DC: 12
Casting: 1 standard action
Duration: 1 hour
Range: 10 ft.
Components: V, S
SR: No
Effect: Performs minor tricks.
Target: See text
() – per day
Saves:
DC:
Casting:
Duration:
Range:
Components:
SR:
Effect:
Target:

Bard Spells

Level 0
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: Detects spells and magic items within 60 ft. Target: Cone-shaped emanation
DESC: Detects spells and magic items within 60 ft.
Lullaby (Enchantment)
Saves: Will negates DC: 12 Casting: 1 standard action
Duration: Concentration + 1 rounds [D] Range: Medium (110 ft.) Components: V, S
SR: Yes Effect: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep. Target: Living creatures within a 10-ft.-radius burst
DESC: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
Mage Hand (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: Concentration Range: Close (25 ft.) Components: V, S
SR: No Effect: 5-pound telekinesis. Target: One nonmagical, unattended object weighing up to 5 lb.
DESC: 5-pound telekinesis.
Message (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Medium (110 ft.) Components: V, S, F
SR: No Effect: Whispered conversation at distance. Target: 1 creatures
DESC: Whispered conversation at distance.

------------------------ Description -----------------------
Height: 3' 5" Weight: 45 lbs. Gender: Male
Eyes: Violet Hair: Greenish, with golden highlights, Skin: Olive
Dominant Hand: Ambidextrous Quirks: Often speaks in half rhyme and near riddles.


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The Boast of White Eye

The “Boast of White Eye”, as it is called by the magi of Setheria Isle, was found by the Magus Oahkill when a quest led him to the Ice Isles of northern Findor, some one hundred years ago. His written account of the journey contains the following passage. He first saw the sign of a simple spell, and investigated. His eldritch sight deciphered secret wizard-writing sorcerously scrawled across an iced-over engraving of the royal family of dwarves who had built the towers here so long ago.

I have slumbered through millennia
waited at the bottom of the sea
and passed through astral voids
undreamed of
while the spires of sons
rose upon the dust of their fathers
through your ages of heat and sun
until I was naught but the last spark
of cold in the dark
but now the cycle turns again
and the new age of ice has begun
and yes again
shall my glacial weight
scour all the faces of the world
clean and white, free as bones
of the flesh of your race’s delight
the waning sun
marks my counting
with flares and gutters
until my reign
freezes time
I am the white eye
I shall consume life

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